linuxgurugamer Posted March 2, 2022 Author Share Posted March 2, 2022 (edited) 56 minutes ago, Stone Blue said: @linuxgurugamer Just started KSP, and KSP-AVC threw this up for the first time: Yet, when I check the repo and SpaceDock, as well as here, I see no mention of a new 0.4.0.4..?? vOv Working on some updates/fixes for this mod, so trying to keep on top of anything newly released for it EDIT: oh wait... I just checked the spacetux.net link in the .version file... I see *that* got updated.. vOv Oh, sorry about that. I will push the release, it just adds some NEEDS clauses Edit: It's there and available Edited March 2, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 3, 2022 Share Posted March 3, 2022 5 hours ago, linuxgurugamer said: it just adds some NEEDS clauses Kewl...most likely some of the same ones i was looking to add Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 4, 2022 Share Posted March 4, 2022 (edited) I know this is LGG's mod, but I've been working on some updates & changes I thought the mod could use. Below is a rough roadmap of my updates/changes. ASET ERS 1) Document updates - done 2) Clean cfgs/pull patches - done a) added top node to Cabin b) removed PAW cargo door deploy limit c) down-sized top attach nodes on Cargo, Cargo-Airlock, Cargo-Crew modules d) tidied up cfgs for whitespace, comments, stuff for consistency e) seperated non-dependency mod patches from cfgs to seperate files; added patches folder 3) re-name some files for consistency/simplicity; re-structured/renamed IVA & props folder/files -done a) Created /Assets folder b) Removed all, unecessary duplicate textures c) Incorporated LGGs v0.4.0.4 JSI patches to part cfgs; seperated them from part cfgs to seperate file d) Patched ERS props for RPM 4) re-structure folders/filenames/update models; Add Assets folder w/subfolders -in-process, partially done a) fix flags showing thru surface attached docking port b) edit some parts' UV maps, for aesthetic changes, to better match the overall color scheme on an assembled vehicle -textures on dock port -adjust textures on cargo bay doors? c) add white navigation lights to the Service Module & Dockport, similar to whats on the Cabin. -blink on nav lights for cab? -switchable light emission on port, like Spotlight? d) any other model/texture tweaks I come across, can think of, or get suggested e) rename texture files; edit model files w/new names f) add bottom/end cargo bay nodes? g) investigate hatch status CLS compat on Dock Port h) look into RevIVA support (in-game IVA switching) I) adjust wheel spawn & dockport position? 5) add B9 support 6) might create/add a new fuel/resource tank/fuselage part (not sure on FS/IFS fuel switching, tho. Definately would be B9 based, tho) I thought I would throw this out there, to get some feedback on what users think, and to ask if anyone has any suggestions/ideas on anything they would like to see, or anything I havent covered, that I could maybe add while I'm doing this. I hope to be done with ERS in the next week, as I have some other things I would like to move onto. I'm thinking of removing the feature of being able to switch all the top stack nodes, as well as all the wheel nodes, on/off, to get rid of possibly un-necessary PAW clutter. I'll add as far as the B9 tank/resource support, I'm thinking of having a cargo-section variant, be a "tanker/carrier", strictly for resources... So you could say, build a full refueling tanker, resource-mover. I might also consider a science/lab variant, where you could fit an extensive science package, fully utilizing the Universal Storage II science instruments, to have a very powerful, independent exploration/science-gathering vehicle, which could process its own science reports. I expect, when I'm done, having been able to remove several duplicate, un-needed textures, the size on-disk of the mod, will be shrunk by about ~5MB. Edited March 4, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 21, 2022 Share Posted June 21, 2022 (edited) Trying to create a rover and put it to cargo bay of a OPT spaceplane. But as soon as I undock the rover I will got a black screen with only picture of the Kerbal on the bottom right. Tried to create just the rover and all was working. Rover loaded and was able to move with it around KSP. Hmm looks like ESR does not like to be launched from the bays of OPT spaceplanes ? Edited June 21, 2022 by Jovzin Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 21, 2022 Share Posted June 21, 2022 (edited) @Jovzin screencaps might help a lot here, to illustrate the issue vOv Is the rover made up of crewed parts *other* than the just Cab? Edited June 21, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 22, 2022 Share Posted June 22, 2022 (edited) @Stone Blue Hello yes here is the video. So I must say I have issues how to connect the rover to the ship in bay when I want to connect it with the CABIN, so I have to connect it starting from back. So to have option later to undock it or eject it and so I can get out of the bay with it. But I used the node from ESR for now that is there. I tried two different ships. One with bay where I have to get out of it. The other one where I just drop it down on the floor from the bay I even checked the wheels that the show terrain is under the wheel. But somehow not working, But I must say I see in the logs a lot of nullreference before I hit the undock or decouple EDIT: I am on the latest KSP ersion 1.12.3.3173 Do you want the KSP.log too ? Edited June 22, 2022 by Jovzin Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 22, 2022 Share Posted June 22, 2022 (edited) 2 hours ago, Jovzin said: Do you want the KSP.log too ? Yes.. especially if you are having nullrefs Also, hard to tell in the video, but do you have the wheels deployed, as its docked? probably not it, but I notice the wheels look deployed while its in the bay, and if so, there may be some weird collider interaction between the wheels and the bay *when you undock*... ie, when the rover becomes a seperate craft from the mothercraft Edited June 22, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 22, 2022 Share Posted June 22, 2022 (edited) Hello , Ok here it is. https://www.dropbox.com/s/hq2ugmuwm4hug4k/KSP.log?dl=0 And yes I am thinking the same issue as you mentioned, that the wheels are deployed. But it is odd bcs in that other bay where I have to move out from the bay the wheels are a bit up not directly on the ramp/bay. And in that other ship where I can drop the rover down there yes could be issue that wheels are half in the bay texture. So I assume there is some issue as you mentioned with the bays and wheels maybe Because when I create rover and just try go around KSP with it , there are no issues no black screens at all. Edited June 22, 2022 by Jovzin Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 22, 2022 Share Posted June 22, 2022 1 hour ago, Jovzin said: But it is odd bcs in that other bay where I have to move out from the bay the wheels are a bit up not directly on the ramp/bay. And in that other ship where I can drop the rover down there yes could be issue that wheels are half in the bay texture. yeah... its not that the *meshes/textures* are overlapping/intersecting... its the colliders... but the mesh/texture overlapping is a good indicator that the colliders are intersecting... which is what can cause the RUDs Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 22, 2022 Share Posted June 22, 2022 (edited) Ok... took a scan of your log Looks like the majority of nullrefs you are getting, seem to mostly be from three mods: DistantObjectEnhancement, MAS, & WBI I would check to make sure you have MAS & WBI installed correctly, with all their dependencies installed. There seem to be many other issues with your install. I see your install has been "Lisias-ified"... meaning you have several of Lisias' mods installed... I generally dont help people if any of his stuff is installed... It can get pretty messy with any of those mods installed... I dont spot anything specifically related to your ERS issue, tho... so thats good news Edited June 22, 2022 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 22, 2022 Share Posted June 22, 2022 (edited) 10 minutes ago, Stone Blue said: Ok... took a scan of your log Looks like the majority of nullrefs you are getting, seem to mostly be from three mods: DistantObjectEnhancement, MAS, & WBI I would check to make sure you have MAS & WBI installed correctly, with all their dependencies installed. There seem to be many other issues with your install. I see your install has been "Lisias-ified"... meaning you have several of Lisias' mods installed... I generally dont help people if any of his stuff is installed... It can get pretty messy with any of those mods installed... I dont spot anything specifically related to your ERS issue, tho... Thank you for the check. Yeah I am thinking on doing some clean re-install of KSP and start from fresh. And pick mods that I really use. So to lower the mod number that I have. Lisisa-ified means ? EDIT: Aha so Tweakscale and DistantObjectENchancement are under management of Lisias. Hmm so will try to remove them and see if it helps with the rover If not , well clean install of KSP with cherry picked mods is the way I think... Edited June 22, 2022 by Jovzin Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 22, 2022 Share Posted June 22, 2022 Did you try with wheels deployed in the bay, and waiting till the rover is landed, before deploying them? Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 22, 2022 Share Posted June 22, 2022 8 minutes ago, Stone Blue said: Did you try with wheels deployed in the bay, and waiting till the rover is landed, before deploying them? Not yet going to try. Just uploaded the addons that you mentioned. MAS and WBI. Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 23, 2022 Share Posted June 23, 2022 Hello @Stone Blue Thank you very much for your support It is working. After I updated Distant Object Enchantment and MAS and the WBI addons ( Buffalo, Sandcastle, WBI core ) it is working now . And not more Null exception errors :) Thank you again. Much appreciate it. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted June 23, 2022 Share Posted June 23, 2022 39 minutes ago, Jovzin said: Thank you again. Much appreciate it. No problem Glad you got it working. :thumbs_up: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2022 Author Share Posted June 24, 2022 On 6/23/2022 at 3:13 PM, Jovzin said: Distant Object Enchantment Never knew that we had enchanted objects in the game Quote Link to comment Share on other sites More sharing options...
Demcrew Posted June 24, 2022 Share Posted June 24, 2022 18 minutes ago, linuxgurugamer said: Never knew that we had enchanted objects in the game Epic !! Quote Link to comment Share on other sites More sharing options...
Jovzin Posted June 25, 2022 Share Posted June 25, 2022 21 hours ago, linuxgurugamer said: Never knew that we had enchanted objects in the game Yeah sry typo Quote Link to comment Share on other sites More sharing options...
maledin Posted July 30, 2022 Share Posted July 30, 2022 Does anybody else feel like these parts break a little too easily? The wheels pop off after the equivalent of a speed bump and the cabin EXPLODES when driving at 15 m/s (54 km/h or 34 miles/h). Altogether, these parts feel excessively fragile despite their appearance. As such, I went ahead and modified the part .cfgs so that the parts are a bit more sturdy. After all, it's not like you can really strut the wheels aside from autostrut. I probably went a bit too far in the opposite direction, boosting the body parts' tolerances from 8 m/s to 25 m/s and the breaking force/torque for all the parts (including the wheels) from 50/150 to 200/600. All said, about 3x more sturdy, but even 2x would be a massive improvement. As it is, making a rover out of these parts feels like its made out of papier-mâché despite its appearance. I'm not sure if KSP's default rover parts are already like this, but I feel like these parts should perhaps get a little more leeway. Quote Link to comment Share on other sites More sharing options...
Syczek Posted November 27, 2023 Share Posted November 27, 2023 @linuxgurugamerI have black iva,i mean cockpit inside looking fine but when i go into tpp kerbals are like inside black goo,what could cause that.Otherwise this mod is neat Quote Link to comment Share on other sites More sharing options...
Syczek Posted November 27, 2023 Share Posted November 27, 2023 (edited) Deleted,double post Edited November 27, 2023 by Syczek Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2023 Author Share Posted November 28, 2023 On 11/27/2023 at 4:35 AM, Syczek said: @linuxgurugamerI have black iva,i mean cockpit inside looking fine but when i go into tpp kerbals are like inside black goo,what could cause that.Otherwise this mod is neat Check the dependencies first, if that doesn't help, will need a log file Quote Link to comment Share on other sites More sharing options...
Syczek Posted November 28, 2023 Share Posted November 28, 2023 49 minutes ago, linuxgurugamer said: Check the dependencies first, if that doesn't help, will need a log file I have ckan install so it should be all k. https://easyupload.io/be66hx My log in link,i hope host in fine with you,bcs i picked random Quote Link to comment Share on other sites More sharing options...
jebycheek Posted May 6, 2024 Share Posted May 6, 2024 (edited) Hello, the cargo module door opens instantaneously, closes normally. What can I provide to help you fix this?(if you interested in) great mod by the way, it deserves more attention. Edited May 6, 2024 by jebycheek Quote Link to comment Share on other sites More sharing options...
Azunki Posted February 22 Share Posted February 22 i've been having a problem with this mod that persisted through several installs. the collider of the wheel seems to be "flat", like, it wedges itself into the ground and causes my rover to stop moving entirely at best or catapult itself up as if it collided with something solid. the same doesn't happen with other wheels. the easiest way to reproduce is to go up and down the terrain around the buildings of the KSC, but it happens in other places with rough terrain too Quote Link to comment Share on other sites More sharing options...
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